Has anyone of us made something called a Cladius? I found it stuck inside our dyson square. And then it wriggled loose and is in orbit around our station. It keeps moving, I can't get a hold of it, because if I get out of a ship near it, that ship will start moving as well.
The Cladius is damaged. It might have tried attacking our base.

a Mk2 what? Jade Fang? nice, I like the workhorse russian aesthetics....very star destroyer'esc of the first one anyway

destroy it with missiles and hate....if you have a question about a course of action this should always be THE standing order....carry on

I'm thinking 5 fighters....that's a star, getting them to fit in a bay will be tricky...I may even need to separate them...

one thing I learned in my trip to the fighter store is that when undocking the ships can.....get entangled in the carriers geometry....the result is that both ships gyrate violently (nothing you can do) until they separate....upon disentangling them selves both shoot apart at around the speed of 20 or so.....opposite directions of course....

I also learned the best way to avoid this is immediately upon undocking the fighter needs to clear the area, jetting away directly to the clear avoids everything....so the best orientation of the hanger on the carrier to to the rear.....this means the carrier can be going full forward and the fighters undock....they would then be carried out the back as momentum was lost....

"SORRY, I couldn't hear you over the sound of my tits! what were you saying?"

Ideally yes. However, is it cool? And one also has to consider placement of the docks, if a ship in the front undocks, it'll tumble out the bay over all the docked ships in it's path, so might be good to have docks only on three surfaces, leaving one clean so they can get out and in.

Now I feel like building a smaller version of the Bengal class. Because making it 1:1 is too big a project. We need to set up a server so we can build things co-operatively, and not have it shot to bits.

QuoteIceVamp
Ideally yes. However, is it cool? And one also has to consider placement of the docks, if a ship in the front undocks, it'll tumble out the bay over all the docked ships in it's path, so might be good to have docks only on three surfaces, leaving one clean so they can get out and in.

Now I feel like building a smaller version of the Bengal class. Because making it 1:1 is too big a project. We need to set up a server so we can build things co-operatively, and not have it shot to bits.

Old funbocks is back up and running again, so setting up the server is back on the table. I'll have a look tomorrow.

Ohhh, we're getting somewhere now. Shields no longer drain power after they've been fully charged. Apparently there will be an on and off switch on this as well in the future. This means we can load a lot more shields on smaller craft, and still be able to fire our guns.

a special message has been posted on the floor for all CJW personnel. around 170k blocks were placed last night between me and Zoso. We ran out of grey hull so we used Black to finish it off. This can be replaced as grey block is acquired or if we want to put in another plex door in that area.

my intentions are to move the fighters on the outside of the station to just inside the plex doors on the MEGA hanger....these will be for general use, shuttles, exploration/scouting or to scramble a defense of the station. they are posted on the Catalog if anyone wants to purchase more for the station.

If anyone wants to move them for me I'd be thankful, but I can do it next time I'm on.

Also a special thanks to Zwei for the Plex doors on the hangers....they help a ton

The Elevator tunnel also needs to be completed to the MEGA hanger

UPCOMING PROJECTS:

3rd carrier strike fighter....I'm still not happy with the 2 I've created thus far, I think they are functional and the first one looks pretty good but I think I can do better. The previous 2 I'll keep on the market for general use and Station defense, Zwei if you want to add bots to them you can for the station.

QuoteYalk
Also a special thanks to Zwei for the Plex doors on the hangers....they help a ton

Oh, you mean the doors he tricked me into shelling out 5 million credits for? Those doors? You're welcome.
The interest is going to be set at 33%, weekly. After three weeks there will be interest's interest of 20000%.

In other news, apparently there are issues with the power tanks still. And shields still don't draw only 1000 per block.
Also after about 1 million power regen, you only get about 25 per block placed.

yes, thank you Ice....but we needed those doors and zwei tricking you shows he's learned something being among us

The Clan will reimburse you if you desire....divide up the amount by the number of players in the Clan playing and everyone will give you the appropriate amount of Black hull blocks (I don't think we can give money so this is our currency)

what do you mean we can purchase vehicles at our station? what is the magic? we can just order out of the catalog anywhere?

if that's the case prepare for the Megahanger being filled to bursting with fighters shortly

"SORRY, I couldn't hear you over the sound of my tits! what were you saying?"

Now, now I will make a multi-crewed salvage vessel with a flight hanger for self defense and planet exploration....I'm thinking a crew of 3, 1 pilot and two people in separate salvaging computers...so 3 fighters on board...the computers should be accessible from inside

I may need Your large ship building expertise Ice

"SORRY, I couldn't hear you over the sound of my tits! what were you saying?"

Aight man.
What mass are we aiming for? 1000? Or a more compact thing? Making salvage turrets would actually be cool as all hell.
If we mount one on each side, the pilot can fire his shit forward, and the two turrets can be fitted with both salvage AND other weapons.
Strip a base in minutes.

I've become a big fan of attaching smaller craft to my ship as you know. It makes things like scouting a planet a breeze, or just popping out to do stuff at the base so much easier.
How about distinct docking, connect to the turret undersides, so turret operators can just dock, and jump straight into the turret? Opposite we can have doors leading to ship interior. Something like this(amazballz paint skillz ho):

Forward bridge, this will contain the cockpit and 3 salvaging computers linked to each of the ship long salvaging beams....we can ALSO have a couple turrets...but turrets bug out and they disconnect when you dock the ship to the station....but I also hate having to leave the ship to enter a turret...bah...

it might also be good to include a couple ship length missile batteries....these will serve the punch to destroy anything once the fighters bring down any shields......

the middle section will contain the flight deck that will be enclosed...this will house the 3 fighters

Aft will contain engineering and propulsion

even though I'm envisioning a heavy cruiser, it will be a cross between a work ship and a warship....more....exploration and recovery......we can attack smaller prey but if things get too hot the main ship needs long enough legs to run while the fighters whack away at the shields......

to expand on the salvaging beams....you don't necessarily need turrets.....the pilot stays and directs the center beam....the other two crew get in the other salvaging computers...they can direct independently those beams.....using the salvaging ships, i've notice that at a certain point your wasting more beams than its helping to collect.....but with people fine tune directing those beams you'd get the full potential of all 3 and zero waste

plus...damn it big ships have to have a crew....

"SORRY, I couldn't hear you over the sound of my tits! what were you saying?"

Today, while feeling utterly bored out of my mind I decided I'm gonna do more ships for SDI (see link). While doing that I realised that our sze chart may be WAY off so I did some wiki research. After 4 hours of reading and learning, this is what I came up with.

Also If it's a ship that carries fighters it probably falls under pocket carrier. We could say it's a destroyer of to carries enough guns. like I stated in the document. Destroyers main duty is radar, sonar, submarines and AA. Kinda what is already covered by other ships or is not present/counterable in Starmade yet. I recommend destroyers carry the new Pulse weapon that knocks back units and disables them. That would kinda make a destroyer do it's job.

Loading of the nuclear missiles on our 'acquired' and retrofitted ship. The main hull for this was boarded, blueprinted, and salvaged. It was then rebuilt in zweis server, and can now be built for credits when we pick out the server we which to fully MP on.

it actually looks ok, I'm pretty critical of the abortions that zwei usually calls ships. He also made a bird of prey that I want the blueprints too so I can modify it. It has good armament, always a good start

The Wub Gallium class Light carrier Upgraded is ready for duty, it needs testing again however, it was formidable when the Gallium was launched but I fear that recent patches have obsoleted it, especially its shielding. To test it needs a crew of at least 3 to operate its forward laser and missile battery.

it also carries a 3 hanger compliment of fighters, it does not come with the fighters however, since the buyer may wish to install their own fighter design

I have 3 fighters and 1 bomber ready for service, 2 are closer to drones but will service for scouting and/or light work

The R22 is a heavily armed escort fighter, it utilizes the maximum available blocks within a single docking cube area with a armament of 14 laser banks with enough power to fight and maneuver and max energy/speed. Shield is barely able to keep it alive however, it should be used to take out turrets and help diminish shielding of larger craft. (it is useful to keep shields down while larger craft or bombers deliver missiles. Ships such as the CJW Swag Class energy regen is enough that switching to missiles gives time for it the recoup shields just enough to negate missiles....small harassing fighters would serve to keep the shields down long enough to land missile strikes

(forgot my designation) F3 Bomber, is whoa-fully under gunned and under shielded, it suffers from being a product of early releases and is now out dated. It is relatively cheap and simple with redundant systems to make it tough to knock out. The base chassis however is adequate as a weapons platform. I'm thinking about updating it to be more relevant, until then if purchased, the missile and laser hardpoints should be upgraded before sending into action.

The F10 Carrier fighter and F4 are both small and relatively useless, equiped with laser arrays, they aren't good for much, Scouting, survey, harassment, They are good candidates for Bobby AI, they are not currently setup out of the box for Bobby but can be relatively easily.

That's what I have to contribute to Communist Ru....CJW

"SORRY, I couldn't hear you over the sound of my tits! what were you saying?"

I did some research into why turrets aren't spawning on the SWAG. Apparently the game has trouble loading such a complex ship with so many turrets since the design does have 67 out of 68 docked entities saved, yet it always spawns only around 50.

Also SWAG is now an acronym for Semi-Warship Aerospace Garrison.

Yalk I'd be willing to test it out, I'm also going to upload the upgraded frigate specs of you want. I had updated its main turret to carry a greater loadout and I Hollowed out the main cannons and put power and shield generation in since the sheer power drain of such huge cannons sucked my power dry and dropped my shields.
CJWFr-SDI-Phoenix.rar - Downloaded 62 times.

I also forgot to mention The Gallium Class comes with several external docking and turret collars....these need further testing to make sure they automate correctly....They aren't equipped, much easier to just buy them each and add them on, only 10 or so....I think they may be external docking collars mostly unless we changed them, in which case buy and installing bobby AI fighters on each I think would actually work better than turrets would....

"SORRY, I couldn't hear you over the sound of my tits! what were you saying?"

Also went to the public server ( madrealms.net:4242 ) and found us a little planet base. Coordinates 26,5,4. It's an ice planet, I named it Borea with a CJW sign in the middle. Right next to the sign is a lift hat takes you to the underground base with 2 build blocks, Undeathinator, storage and shop module (yes we can set up our own shops now). I have already created a faction, just tell me to invite you.

There is an AI shop at 27,3,4 and two neutral stations at 27,7,5 and 29,7,4. Feel free to take my CJWPt-Dart once I let you into the faction to dismantle them or go buy a Faction block and claim them but note that only the home base is actually invulnerable, everything else can be blown up.

On the other note: The SDI project is nearing completion. I only need to build a corvette, a destroyer and a cruiser to fill the gaps (battleship, juggernaut, leviathan and carrier sizes are optional since they take ludicrous amounts of time to build ) then a v 3.0 version of size classification chart will be posted on google docs so you guys can add on your own ships and their classification.

After you left I made a second hangar door, and started on landing space. Didn't get finished though. I also excavated a mooring for the Mad Dog like you suggested. It is frigging huge. And still doesn't take it all in. The ship sticks through the surface. There's a tunnel to this mooring from the base.